Creating Worlds
is another field of experience I love to
dwell in as it is a vital task to create a world which is actually
working for a media form. For SACRED
(2004) I envisioned the story
and world using several methods
of interactive, linear and environmental story telling, while I
also had the honour to enrich existing game-worlds
envisioned by others by writing the official game-novels for the
FarCry- and Runes
of Magic-brands.

Michael T. Bhatty was Lead Game Designer for
SACRED (2004) and created - among of other things - story, world,
cinematics and action gameplay of that AAA-title.

Usually I develop backgrounds
on research, because most developers make the mistake not to be
thorough and rely only on trivia and clichés they know from
movies, pulp magazines or other games.

Michael T. Bhatty was Lead Game Designer for
SACRED (2004) and created - among of other things - story, world,
cinematics and action gameplay of that AAA-title.

I insist of 'knowing'
my worlds, so I can identify
what works for the story to be told and what will prove an obstacle.
Is a pretty cool idea just that... and dissolves after a closer
look? You need to know what you can take away rather than putting
more and more stuff into a universe.

Michael T. Bhatty co-produced the free2play browser-game
BERYL TALES and envisioned the dark-future world of that science
fiction setting in 2007 to 2009.

Yes, universe it is, as you need to know everything,
from history, religions, deities, cultures, geography etc. The list
goes on and on so let's just say - a good game
director is interested in everything when envisioning a new
world as her or his playground.